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Patch 1.4 PTR Notes (updated 9/8) - Page 114

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9040 CommentsPost a Reply
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
AntiGrav1ty
Profile Joined April 2010
Germany2310 Posts
August 25 2011 10:50 GMT
#2261
I just hope the changes dont come thru like that. It just feels like QQing gets rewarded too easily. They shoulda let more time pass like most of the progamers suggested. They need to let people try to adjust at least. I.E. the hellion hasnt been changed forever but only recently people figured out that it can actually do a shitton of damage. Figuring things out just takes time.

Now people are just gonna whine on forums after every single loss because it's so much easier than finding a solution. And they even get rewarded for doing so after only a few weeks...
www.twitch.tv/antigrav1ty
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 25 2011 10:50 GMT
#2262
On August 25 2011 19:47 yeint wrote:
Show nested quote +
On August 25 2011 19:44 Yaotzin wrote:
On August 25 2011 19:42 arbitrageur wrote:
On August 25 2011 19:40 yeint wrote:
On August 25 2011 19:07 ReboundEU wrote:
This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live.


I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off.

Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese.


What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later.

11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch.


It changes every build, because the orbital comes later, and that cascades down every build.

I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick.

Well they changed every Protoss build to mess with 4gate in PvP..this is a much lesser change than that too. It's annoying but how else to give 11/11 (widely considered too strong in Korea) a little nerf?
Shotgun2
Profile Joined June 2011
Finland9 Posts
August 25 2011 10:50 GMT
#2263
I wonder what will happen to TvT, will mech still be the way to go?
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2011-08-25 10:52:40
August 25 2011 10:50 GMT
#2264
Hellions has always been OP, not after one tournament ... always. I pointed it out MONTHS ago, but the blog were closed by Hitlers mods for QQing. Who's right now, bitch?

Now we just need to lower the health of marines starting health and/or marauders health/damage.

User was banned for this post.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Tuk
Profile Joined April 2011
United Kingdom223 Posts
August 25 2011 10:50 GMT
#2265
I dont understand why seeker missle is buffed but it remains awkward to get i wouldnt mind switching it with pdd for a small damage nerf or something. Same with the blue flame are people really even going to bother 150/150 for it now?
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 25 2011 10:50 GMT
#2266
On August 25 2011 19:48 Yaotzin wrote:
Show nested quote +
On August 25 2011 19:45 sleepingdog wrote:
Toss has no way of keeping up with zerg macro, which is why we NEED the threat of all-ins to have zergs make some units once in a while. Even the mere threat of blink all-ins makes (made?) playing PvZ on xel naga somewhat more bearable. Seriously, if there is no all-in-threat in PvZ at all, it will become ridiculously zerg favoured very fast.

OTOH the current Zerg beloved strategy of making a shitton of roaches and a-moving will be more comfortably dealt with. With immortals having improved range they'll put their sick DPS to use.


I'm still not convinced, but we'll see - on maps where it's not really safe to FFE, I've always been of the opinion that only the metagame (4 gate, blink all-in) makes it balanced. 4 gate got nerfed, blink got nerfed.

Zerg still has the very real threat of overrunning you with ling/roach, while on the other hand toss can't really threaten a droning zerg. But maybe I'm wrong and going 3 gate exp robo with constant immortal production (all chrono on robo) will work out.
"You see....YOU SEE..." © 2010 Sen
yourmydinner
Profile Joined May 2011
Netherlands19 Posts
August 25 2011 10:50 GMT
#2267
Great patch, gj blizz.
No more mass hellion killing. The bloody days are over.
Something interesting is written here.
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
August 25 2011 10:51 GMT
#2268
On August 25 2011 19:47 yeint wrote:
Show nested quote +
On August 25 2011 19:44 Yaotzin wrote:
On August 25 2011 19:42 arbitrageur wrote:
On August 25 2011 19:40 yeint wrote:
On August 25 2011 19:07 ReboundEU wrote:
This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live.


I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off.

Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese.


What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later.

11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch.


It changes every build, because the orbital comes later, and that cascades down every build.

I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick.

You are completely overreacting. It won't effect your build anymore than an early scout would. Sure, it's noticeable but it won't break anything other than possibly a 2rax. Still the fact that it works in both close and far spawns kinda nullifies that argument. It's just a slightly general nerf to terran early game, which may or may not be needed.
Godstorm
Profile Blog Joined May 2010
Romania845 Posts
Last Edited: 2011-08-25 10:56:15
August 25 2011 10:52 GMT
#2269
Loads of toss buffs. The immortal range i can see having an effect vs 1/1/1 since they can hit tanks easier. The blue flame change is expected, the rax one is kind of useless and the fungal i'm not sure. Does it mean marines die in 1 less fungal?
Edit: I say the rax change is useless because, except for 11/11 rax which it won't affect too much, irc there was a pause between the 15th scv and when the rax finishes so you can build an oc? I expect it to be about 5 seconds so it times up perfectly now in order to not change other build by terran.
"It's not that he's dumb, he's just neural parasited by a retarded infestor"-Day 9
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
August 25 2011 10:52 GMT
#2270
On August 25 2011 19:48 Zhiroo wrote:
Anyone else excited for the Ultralisk build time reduce?


Its an interesting move. I do like how they've now made it the fastest Tier 3 unit to train, did feel that whenever I went Ultras in any match-up it took way too long.

I dunno though, I still feel that the ultra needs a bit more love. Can't go too far or else it would get super imbalanced, but maybe like +1 base armour?
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
tdt
Profile Joined October 2010
United States3179 Posts
August 25 2011 10:53 GMT
#2271
I just can't wait to do a 4 immortal drop zealot warp in hatch snipe. I'm just going to try all sorts of crazy drops win or lose due to survivability of WP which was basically an auto loss before.
MC for president
Drimacus
Profile Joined May 2010
Germany92 Posts
August 25 2011 10:53 GMT
#2272
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.


oh man, thanks!
yeint
Profile Joined May 2011
Estonia2329 Posts
August 25 2011 10:54 GMT
#2273
On August 25 2011 19:50 Yaotzin wrote:
Show nested quote +
On August 25 2011 19:47 yeint wrote:
On August 25 2011 19:44 Yaotzin wrote:
On August 25 2011 19:42 arbitrageur wrote:
On August 25 2011 19:40 yeint wrote:
On August 25 2011 19:07 ReboundEU wrote:
This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live.


I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off.

Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese.


What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later.

11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch.


It changes every build, because the orbital comes later, and that cascades down every build.

I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick.

Well they changed every Protoss build to mess with 4gate in PvP..this is a much lesser change than that too. It's annoying but how else to give 11/11 (widely considered too strong in Korea) a little nerf?


Buff the early game defenses of other races. As a non-cheeser that's always my stock fix for everything.

Make spines available without a pool?
Not supporting teams who take robber baron money.
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
August 25 2011 10:55 GMT
#2274
I dont get why blizzard sometimes do too drastic changes immediately, like making overseers 50 gas instead of 75, and similar for other situations. Now dts will be much worse vs zerg because it doesnt matter that you force them to make lots of overseers.
VoO
Profile Blog Joined June 2011
Germany278 Posts
Last Edited: 2011-08-25 10:57:23
August 25 2011 10:55 GMT
#2275
On August 25 2011 19:50 Qzy wrote:
Hellions has always been OP, not after one tournament ... always. I pointed it out MONTHS ago, but the blog were closed by Hitlers mods for QQing. Who's right now, bitch?

Now we just need to lower the health of marines starting health and/or marauders health/damage.


BFH have been used months before the MLG in the GSL and were really popular in the ladder even before that. It's only that the foreigner kids are oblivious to these shifts and that's why no foreigner Terran can compete.
♥ 김택용 ♥Casual Dwarf Fortress Progamer
czaku
Profile Joined June 2011
Poland429 Posts
Last Edited: 2011-08-25 10:58:29
August 25 2011 10:56 GMT
#2276
very good patch, vision change will nerf 4 gate a bit as it depends on warp-in above force field
blink nerf? ohh i can handle that :/ this will make pvp blink stalkers a bit riskier
WP buff <3 blizz for that! and immortal buff = building snipe drops
BF nerf, i like it too
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
August 25 2011 10:57 GMT
#2277
On August 25 2011 19:54 yeint wrote:
Show nested quote +
On August 25 2011 19:50 Yaotzin wrote:
On August 25 2011 19:47 yeint wrote:
On August 25 2011 19:44 Yaotzin wrote:
On August 25 2011 19:42 arbitrageur wrote:
On August 25 2011 19:40 yeint wrote:
On August 25 2011 19:07 ReboundEU wrote:
This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live.


I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off.

Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese.


What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later.

11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch.


It changes every build, because the orbital comes later, and that cascades down every build.

I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick.

Well they changed every Protoss build to mess with 4gate in PvP..this is a much lesser change than that too. It's annoying but how else to give 11/11 (widely considered too strong in Korea) a little nerf?


Buff the early game defenses of other races. As a non-cheeser that's always my stock fix for everything.

Make spines available without a pool?

ZvZ says hello
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
August 25 2011 10:57 GMT
#2278
On August 25 2011 19:53 tdt wrote:
I just can't wait to do a 4 immortal drop zealot warp in hatch snipe. I'm just going to try all sorts of crazy drops win or lose due to survivability of WP which was basically an auto loss before.


Can't you only put 2 immortals in a warp prism? Or are you gonna send 2, in which case you crazy

I love it though, maybe people will start using the warp prism as an updated shuttle
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
yeint
Profile Joined May 2011
Estonia2329 Posts
August 25 2011 10:57 GMT
#2279
On August 25 2011 19:57 Vorenius wrote:
Show nested quote +
On August 25 2011 19:54 yeint wrote:
On August 25 2011 19:50 Yaotzin wrote:
On August 25 2011 19:47 yeint wrote:
On August 25 2011 19:44 Yaotzin wrote:
On August 25 2011 19:42 arbitrageur wrote:
On August 25 2011 19:40 yeint wrote:
On August 25 2011 19:07 ReboundEU wrote:
This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live.


I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off.

Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese.


What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later.

11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch.


It changes every build, because the orbital comes later, and that cascades down every build.

I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick.

Well they changed every Protoss build to mess with 4gate in PvP..this is a much lesser change than that too. It's annoying but how else to give 11/11 (widely considered too strong in Korea) a little nerf?


Buff the early game defenses of other races. As a non-cheeser that's always my stock fix for everything.

Make spines available without a pool?

ZvZ says hello


So make spine/spore uprooting require a pool.
Not supporting teams who take robber baron money.
Peitachi
Profile Joined August 2011
Denmark8 Posts
August 25 2011 10:58 GMT
#2280
Even though I'm a terran, I like the patch. Seeing top terrans mass hellions all the time was getting boring rather quickly -_-
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